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elitharcos

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Everything posted by elitharcos

  1. Nevermind, I just realized that it somewhat works like that nowadays, I haven't looked at mag's pull in a long time it seems and remembered it wrong. sry
  2. Make it so that the pull ability of mag instead of being a "fix strength" pull, it would instead start with a pulling force that is affected by ability strength. So for example if your pull is at 40% power strength, it would mean a little ragdoll effect that is weak at start and quickly dissipates. Like let's say that you have a pull strength of 300, for every meter traveled 100 points decay. so a standard a 40% power strength build with 100% range would pull enemies for 120 units so overall about 1.2m. However if you have a let's say 400 power strength, enemies would travel with 1200 force at start and overall fly 12m towards the center of attraction. If you have standard range that would mean they travel half the range. In case of very low range like 34% however pulling on an enemy would pull them until they reach the 8.5m, then pull them over then pull them back to the center of where the ability was cast, like a super strong vortex. I think with this or a similar mechanics pull would seem like a much more useful ability. Add to it that when a wall is in the way instead of being pulled toward a wall, if the force when going to the wall exceeds 300(base) then they start going around it and take impact damage from being impacted with wall. I think this alone would make mag's pull ability much more satisfying. If the ability seems unfun, just tune the pull strength until it is. An example I could imagine is a high strength, high range mag build where they pull enemies for high energy cost then since their pull strength is high, if they can just use it 3 times, they could get relatively many enemies closer for allies to finish them making a more team play oriented build.
  3. Make mag's magnitze trigger at the point where they put it on the target (similar to buzlok's secondary shot) and if that enemy is hit anywhere, the hit actually triggers at that location as if the bullet was rolling up their arm to the weakspot with high force. This could make mag MUCH more versatile when it comes to specific location enemies, would likely not make the warframe broken, yet appreciated by many for lessening frustrations with targeting. So for example you could cast it on a specific point like "sargas ruk's glowing part" and if anyone shots in the area, the shot will be redirected to the weakspot. Since the boss changes weakspot it would need to be recast anyway. As a tiny nerf if needed to balance it, make it so that the redirection is chance based instead, so like a bullet has a 50% chance to be redirected and with a power strength of 200%+ it would be 100% chance to be redirected. I think this would add a lot to the character while remaning a tiny change, because all is different is that the point which attracts bullets is not the center, but a buzlok secondary like point. For enemies with specific points, etc. this could be game changing
  4. I have played warframe quite a long time ago by now and I always return at some point, however each time the period gets longer due to me just having had lost interest due to how things work, like for example I always found the idea of Nekros's soul survivor to be "ohh so cool!" and back then in jordas era, it was even a good ability to have! but nowadays no one really goes down, anyone who goes down and stays, etc. So here are some suggestions which would make the "VERY" big pool of abilities more used, this suggestion is mainly for enemies: TLDR: Make more types of enemy groups At the end I will explain shortly why each would work! There are currently eximuses, etc. however what I think is that there could be general enemy types that freshen up gameplay, here are some ideas: Each of these enemies are marked on map and have their unique markers through walls. -Hardened: Takes only 10% max health damage from weapon attacks or less and gets invulnerable to weapon attacks for 1 second upon receiving one. This would make it so that this enemy is to be dealt with mainly with abilities instead of weapons, because otherwise they need like 10 seconds to take down. They do not surely take 10% max health damage, that's just the highest they can get from weapon attacks. Exalted weapons count as abilities for this case. (just thinking of excalibur mains) The rule is simple however, if the source of damage is not an ability, it can maximum deal 10% max hp dmg. These enemies however come in very large groups and take 20x damage form abilities and ability damage affects their health directly. -Specialized: This type of enemy can ignore abilities and weapon attacks for a period of time upon receiving them for the first time, including the first time, but only up to 3 times and for 15 seconds max. So for example if you shoot it with a primary weapon, they will not take any damage from it for 15 seconds. Then you shoot it with a secondary, they are immune to that as well for 15 seconds. However after either the first attack's duration passes one can kill them with primary weapons again or if they attack them 4 different ways quickly. -Challenger: This type of enemy would only appear 1 time per map max and select 1 warframe they have a very high 99% damage resistance, but if they get in range of their target (highest DPS or Lowest 50/50), they can challenge them. Upon challenging both the warframe and the enemy are enclosed in a 1v1 place neither can leave until one is dead. Players can pass through this area and it is considered to happen inside a "rift" so limbo players may even join in (or leave it if they please). The challenger is immune to all abilities from other warframes however except the one they challenged. The challenger has a 90% chance initially to be unaffected by weapon attacks and abilities of the challenged, however it drops to 0% over a duration of 30 seconds. Starts dropping after 10 seconds. They would drop unique loot that can be selected by player. (maybe even tied to a mission, etc. or have their own weapon) This type of enemy also can shoot through warframe ability defenses like reventant 2, etc. If 30 seconds pass without their death, they disappear, unless crowd controlled heavily. -VIP: This type of enemy spawns in the center of the furthest room from both extraction and main objectives. (so away from everything) randomly, but they drop a "loot box" which basically gives loot at the end of mission to everyone. Like a 10% increase to all earned loot in the game, rounded down (floor). -Warlord: This type of enemy is just like the VIP, but can only spawn after vip has been killed and only with a 1 minute delay between the 2 minimum. Warlord unlike VIP is actually tougher and has immunity to warframe ability damage. (but not crowd control), has a maximum crowd control duration of 5 seconds after which they gain 5 second immunity to it. (however even mind control works on them as an example for those 5 seconds, literally any cc). This enemy gives a whopping 10% affinity boost at the end of mission. -Resilient: This type of enemy is immune to status effects completely as well as critical hits, they however no matter the circumstances can never have armor, but they have 200% inflated health. -Hunter: This type of enemy is a really dangerous one. This type of enemy targets a player with a debuff status effect. They specifically target players who took the least damage in a mission so far. When the status expires the Hunter gains 100% increased attack speed and fire rate (regardless of enemy type) and immediately begins attacking the player. This specific unit's attacks ignore any warframe ability and directly damage health, even when invulnerable. However player is notified that they are "vulnerable" to that certain enemy. -Hacker: This type of enemy tries to find at least 3 consoles. Upon having had interacted with 3 consoles when killed the player who killed them has all their weapons jammed for 5 seconds and all abilities on cooldown for 20 seconds after activation. This only applies if the player killed them with a weapon. Being in a 10m range increases it's effectiveness by 50%. -Collector: Basically they set marks on players, which makes them unable to revive when downed or get out into operator mode. Rarely spawns, but they would do this. They apply a mark when damaging a tenno, marks disappear after 30 seconds but timer stacks up to 6. If a players bleedout timer runs down during this time, they lose as many revives as stacks they had when it was running out. Does not disable passive abilities, like inaros or sevagoth as it's part of their ability kit. So why would they work? Technically these types of enemies could be placed at specific levels, like 100, 120, etc. so no new players get these, yet veterans feel challenged. Here are their specific reasonings: -Hardened: Since most people rely on dealing damage with weapons to the over abundance of enemies that "cannot be affected by abilities" a nice change of pace would be the opposite. A hardened enemy may provide difficulty(but not impossibility) for weapon users, meanwhile ability users could use their abilities creatively. At higher levels it would also mean that people would again try power builds on abilities to somehow kill enemies faster than with weapons. -Specialized: This type of enemy would be the love for those players who generally play with a balanced build as they could switch around, but be a demise for specific builds, like only primary, etc. additionally making weapon holster speed increases just a bit more viable, not like they really are, but they would be more viable. This would work simply because it would require people to pay attention to what damages they deal and with what, for example a primary weapons explosion may trigger primary resistance, so they now need to think and use an ability or wait out the timer. -Challenger: This type of enemy would make those bored by either not doing anything or make those doing everything be occupied and letting others do work for 20 seconds. I think this enemy is particularly interesting as it would make even professionals sweat, because if 90% of their attacks is ignored in few seconds, that means they gotta move around and since challengers deal damage despite abilities, it would test their agility as well as make them wait until right moment to strike. I think this could be a specific enemy too, but I think as a general enemy that any of them could be is a sick idea, like it could be a charger, or it could be a battalyst. Either way one cannot just rely on stacking an ability. But unlike immunities, it would be fun, because a nyx for example could try to mind control it and after 20 seconds pass, they could be an ultimate ally which upon death even drops a good loot. -VIP and Warlord: These types of enemies would make it so that players can go seperately on a mission as well for maximum value, like how doing spy mission is faster when 3 people head 3 ways, the loot is bigger here if 3 people head 3 ways for 3 different enemies, provided they can handle them alone. -Resilient: These enemies would likely be a good fit only because they would make one try to rely on unconventional methods. most players stack up statuses and crits to finish off enemies, but what about raw damage? These enemies would be a fit for that when someone is not really fan of crits. -Hunter: This enemy would just be in the game so that players wouldn't really at any time feel immortal as at any moment a disaster may strike. Either as a battalyst or charger again. You don't know, but because you don't know you don't just cast 1 ability and maybe get an afk warning standing still. -Hacker: This is just so players look around a bit more to consoles as well or just be affected. This could for example make atlas's walls, etc. more useful by blocking consoles near players and not allowing this to happen and similar things. -Collector: This type of enemy would be a good fit to keep players on their toes, back then revives were not 4 per mission, but 4 per day and I remember that, it kind of felt like it had value, nowadays with 2 arcanes one can even get 6. So I think collectors would be the ones missing the "good ol days" and make the game a bit more reliable for revives as well so people would just instantly revive every moment they get. IDEAS Again, these are just ideas, these could not just be enemy types, but even bosses, effects, etc. these ideas solely stand so to make a bit of challenge so maybe if levels above 200 and more become more relevant they may get in effect, like for example Hardened enemies could appear at level 250+ and so on. I just think with all the tools in the shed, the game currently really focuses on a few aspects, like overpowered weapons, etc. many players have builds that revolve around 1 weapon, that can deal infinite damage, but I think this kind of enemy mechanics would make the game more long lasting as there would be less ways to go around things. The above ideas are again JUST IDEAS So to anyone triggered like "this would ruin the community!" or "The grind would be a lot harder!". The above could simply be a future way of dealing with enemies. I am kinda bored of the "ohh yeah? you can kill those? what about *adaptive damage dealing reduction* huh?" which is basically like nerfing a weapon's damage flat nearly, like how at archons a shotgun/multi pallet weapons or 1 shot weapons are godlike, meanwhile high rate of fire ones scream of agony. I just think there could be more types that are affected by ablities, because the most common abilities I see in the game are roar, eclipse, etc. at least what I have seen which are all basically weapon damage boosts. Like I understand enemies shouldn't be shredded instantly, but like there has been nearly half a decade since I used Banshee's 4th ability, Last time I actually remember using it effectively was on Draco. Nowadays I only see Saryn Miasma for masses, but sometimes not even that as weapons have became more relevant. Also I love the game and it has been my favourite for years, this is just my current stance on enemy variety for new players I would to this day recommend it if they want a challenging environment!
  5. Exodne is a warframe idea that specializes in making eximuses not a weakness but a strength as well as exploiting each faction's weaknesses. Passive - Eximus units are not hostile towards Exodne unless they get too close or are attacked by Exodne. Their effects still affect Exodne. 1st ability: Power Surge - Exodne surges themselves or an ally if selected to be stronger. Eximus enemies against the surged team member have their reduction ignored, Enemies with shield receive additional toxin damage equal to 15% of the damage dealt.(scales with power strength) and armored enemies armor is ignored by attacks made from a 3 meter range of the surged memeber.(scales with range) There is no duration however this ability once started cannot be stopped until it has completely drained Exodne's energy, the energy drain gets exponentially higher, but Exodne can recover energy in the meantime. Efficiency and duration affects it. Only one team member can be surged. 2nd ability: Ignorance Is Bliss - Exodne creates an aura (6m range) around themselves which when entered by an ally makes them immune to all environmental effects as well as eximus effects. This ability has a duration of 15 seconds, affected by ability duration. Environmental effects include mines, magnetic anomalies, laser doors, shattered ship windows, toxin clouds, cold, etc. 3rd ability (helminth shared): Weakness Found - When you activate this ability shooting an eximus's weakspot makes them vulnerable to warframe abilities and shooting anyone's weakspot increases all warframe abilities effects by 50%.(scales with power strength). This ability has an energy cost of 75 and a cooldown as well of 40 seconds. The range is 10m in which all entities are affected. The enemies are affected for 10 seconds by the ability and permanently by the shot, but only once. 4th ability: Dome Of Allowance - Exodne creates a dome around themselves that has a radius of 6 meters. In the dome all allies can cast abilities regardless of their current energy or any other factor that could make it impossible(except story related ones). Additionally they all gain 200% casting speed(this scales with power strength). When the duration ends which is 8 seconds unmodded. All the energy they spent inside is converted to explode in a 15m radius which is not blocked by walls, but enemies behind walls suffer 50% less damage. Energy is still consumed by the dome, but is not a requirement for casting. The ability depending on how much energy was spent creates a nullifier bubble with a minimum range of 3 meters and a maximum range of 6 meters.(the range negatively scales with power range). This ability has a cooldown of 90 seconds and no energy cost, but drains all energy from them. In all cases the duration starts when the ability is initially casted.
  6. would be a nice option too, though when you fire a weapon it should probably start with a fixed option. Also the maximum speed it has should be the weapon's projectile velocity, no more, it would be terrible to see someone shoot a fluctus shot and the mission is over haha.(not like I never did a 1 shot challenge on jupiter...)
  7. I think that it would be a neat idea to allow players to customize ivara's projectile speed for weapons like a slider when using navigator. It would make navigator 100% more useful because players could make really fast projectiles slow enough so it can be seen. so like LMB would set it to the base speed, RMB would set it to the "adjusted" speed instead.
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